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3D Bathroom Set Tutorial PDF Print E-mail
Tuesday, 18 October 2005

by Paulo Baptista 

Requirements: Maxon Cinema 4D

In this tutorial we'll model a set of 4 pieces, using some common tools of C4D. We'll model this the "quick & dirty" way; as so, low polygon count won't be one of our concerns.

Step1:
Start by creating a cube, hit the "C" key to make it editable, and scale it a bit in the Y axis. Make 4 copies of the cube and hide the last 3.

Step2:
Subdivide the cube 1 time and in point mode, select the top inner points and pull them up a little bit, as you see in the image. After this, drop the object inside a HyperNurbs object and subdivide it 1 or 2 times until you get smooth rounded edges.

Step3:
Create a circle , scale and adjust it as you see in the image and, after that , make a second copy of it and move it up a bit. With the top view selected, project the first circle onto the cube surface.

Step4:
Create a Loft Nurbs object and drop both circles inside it. In the attributes panel, check "hull inwards, hole inwards, constrain". Set the end cap to "Fillet cap - half circle". Make the object editable by hitting the "C" key.

Step5:
Select the upper polygons and using the move, scale, extrude inner and extrude tools, model the polygons as you see in the image. Create the small tube using circles and loft (just as we did in the previous step).

Step 6:
Create a new material, make it pale yellow and apply it to the cube. Next, create a Danel shader, select grey color in the diffuse channels and apply it to the top part of the object. Unhide one of the other cubes you've created in step 1.

Step 7:
Make a copy of the cube that you've just unhide and scale it down a little bit. Create 4 cylinders, adjust them as you see in the image and then connect everything together.

Step8:
Using the Boolean subtract tool, drop both objects inside it (the cube connected with the cylinders and the other one) to achieve the results you see in the image. Hit "C" to make it editable.

Step9:
Drop the object inside a Hypernurbs and subdivide it until you get smooth rounded edges. Unhide the next cube.

Step10:
Select the upper polygons and using the extrude inner and move tools, move the polygons inside and down as you see in the image.

Step11:
Once again, drop the object inside a Hypernurbs and subdivide it according your needs.

Step12:
Unhide the last cube and scale it down.

Step13:
Select the top polygons, and once again, using the move and extrude tools model it as you see in the image.

Step14:
Create a cylinder and scale it down. Make it editable, do a copy of the same and hide it until we need it.

Step15:
Boolean subtract the cylinder from the cube object and hit "C". Drop this object inside a Hypernurbs and subdivide. Unhide the other cylinder.

Step16:
Adjust the top polygons of this last cylinder to make it a bit more rounded, apply the Danel shader to it and there you go...finished.

You can also play with textures, lights and render settings to improve the overall quality of the image, but we'll leave that for another tutorial. Until then, happy modeling.



Contributed by Paulo Baptista    (click the profile icon to view his bio)


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